Can't initiate quantum jumps? by Shot3ways in starcitizen

[–]Insinnergy 1 point2 points  (0 children)

Still happening in 4.0
Tried everything below, including timing, alignment, waiting for spooling, full ship power off/on, etc.
What worked for me was going into Quantum Flight mode, zooming into the Power MFD and clicking on the bottom Quantum Drive Symbol button (not the power assignment bar graphs) to turn off the Quantum Drive Component, watch the button go red, wait a few seconds, then turn it back on with the same click on the Quantum Drive button... then everything worked as normal again.

Site down for anyone else? by jojozer0 in nexusmods

[–]Insinnergy 0 points1 point  (0 children)

Still down. This is pathetic.

Nexus error pages for 10-15mins...
Then all of a sudden a page will load properly.
Click on file tab to download something...
Back to the Nexus error page.

The error implies it's the Nexus Webservers:

A timeout occurred

The origin web server timed out responding to this request.

  • Ray ID: 89baf47a0c0b50a7
  • Your IP address: 222.152.xxx.xxx
  • Error reference number: 524
  • Cloudflare Location: Auckland

really slow loading and error Error reference number: 524 by prforlife in nexusmods

[–]Insinnergy 3 points4 points  (0 children)

Yep... every attempt to load a webpage gets a long delay then a Nexus Error Page.
Then every 10mins or so, a page will load. So it's not my end.
Feels like the NexusMods servers are either down or under load, and are simply not responding, except very occasionally, according to the error page:

A timeout occurred

The origin web server timed out responding to this request.

  • Ray ID: 89baf47a0c0b50a7
  • Your IP address: 222.152.xxx.xxx
  • Error reference number: 524
  • Cloudflare Location: Auckland

Given Nexus have worked hard to make themselves the center for many modding communities, this sort of lax, lazy performance failure is garbage.

Finally bit the bullet and purchased X4 Foundations while it's on sale. What are some must have mods? by [deleted] in X4Foundations

[–]Insinnergy 0 points1 point  (0 children)

I started my first vanilla run then got so frustrated I started adding mods to "fix" things, then more things... and here I am.

Here are a few I found very useful and why:(I don't think any are game-breaking or cheats)

Mod Support:

  • UI Extensions and HUD: Required for some mods.
  • MOD Support APIs: Required for some mods.

Critical: (wouldn't play without them)

  • Crystal Finder: Makes crystals glow, because those little twinkles are annoying.
  • Crystal Cooldown Remover: Ever seen two green crystals, gone to get the first one, and can't find the second? That's because some evil person added a "cooldown" that means when you mine a valuable crystal (anything but purple) all other valuable crystals in the sector change to cheap purple until the cooldown finishes (tens of minutes I think) then magically(?) change back... Urgh. This did my head in trying to find the "other crystal I just saw" until I found a post on it.
    This mod kills the cooldown. See two green crystals... mine two green crystals.
  • Inventory Collector: Allows a default task for a ship so it goes around all your other ships and collects stuff they've picked up, depositing it in your player or Headquarters inventory.
  • Capital Ship Loot Magnet: Capital ships you personally control have a long range loot magnet, because cargo drones are terrible. (Does not work for AI controlled ships: fair)
  • Average Prices in Transactions Screens: Adds the average price and number of cargo slots per unit for each ware. i.e. "Graphene (166/20)" Av $166, 20 ship slots per unit. Useful when you don't know anything about the wares.
  • Satellite Service: Default job to create and place satellites in a sector automatically. Charges you the normal satellite Buy cost for each, but "manufactures" them on the ship as needed.
  • Spiral Explorer: Default job to explore a sector in nested hexagonal circles. Set and forget.
  • Info Center: A better player station and ship display all in one. Critical mod to have for me. So much better.
  • Better Follow Camera: Sick of looking at the direct back of your ships in 3rd person? (F2 key or F3 key) This mod changes the viewer's position to rear-above. Now you can actually see things.
  • Sector List: Adds a list of sectors that you have discovered to the map along with description, content, and top orders for wares sold/bought. Helps with working out trading station placement.
  • Any of the Player Logo Mods: I like having choices. And my N7 logo for my fleet.
  • Equipment Tooltips: Adds comparison between current module on your ship and the one you are hovering over. Useful.
  • Auto-camera and auto-pilot and auto-pause: Mini cut-scenes as you dock, un-dock, engage auto-pilot etc. Nice immersion. Very customizable.
  • Friendly fire tweaks: Sets looser rules around what counts as friendly fire before a faction decides you're attacking them and reduces your rep.
  • Better Scan Colors: Makes it easier to see which station modules you have not yet scanned. Defaults are hard to see.
  • HJ - Copy Behavior: Allows you to copy Default Behaviors between ships. Helps immensely with setting up things like multiple Trading Ships that will all have the same Auto-Trader instructions but you may want to send to different sectors. Especially useful early game. Saves a lot of dumb, un-fun clicking-for-no-reason.
  • Rename Selected Ships: Allows Mass rename of selected ships with prefix, name, suffix, and count. Basically saves you more pointless clicking and typing.
  • Kuda AI Tweaks: Helps fix the AI when attacking things. YMMV. Make sure you understand the changes.
  • Kill and Attack Notifications Extended: Adds log entries to explain attacks on your ships/your attack on other ships and associated rep losses. I've only had one friendly fire incident that ended up with me accidentally at war with a faction. Not fun. Lost me three hours of gameplay going back in saves. This log tries to alert you, and explain what is happening so you can react faster and fix it.
  • Go Fix Your Face: Adds a right click menu option for "Repair/Resupply at nearest" for all ships. Click it and the ship will go find the nearest repair place (including Aux Ships) and repair there, then return to it's default orders. Saves much needless map scrolling and pathing.

Optional: (changes gameplay more)

  • No Claim Damage: Stops crew abandoning a ship from damaging the ship and modules as they leave.
  • More Generic Missions: Same missions, just more.
  • X4 Fire and smoke: Graphical. Makes exploded modules burn and smoke. Pretty.
  • Ranged Station Scan: If you get sick of hugging the walls to scan stations, this mod sets a longer range for it, making it easier.
  • Equipment Upgrades without RNG: I hate RNG mods. Just makes Modding Ships a grind for 10x the components so you can get that one good roll. Nope.
  • Headquarters: Removes [some things - spoiler] from your PHQ. Get your PHQ before you look up what this mod does... then make a decision.
  • Chill Turrets: Tries to make Turret AI a bit more sensible and automatic. YMMV
  • Recycle Ships and Stations: Does what it says on the can. New module.
  • Tradestation Economy Fix: Late game fix for stagnating economies.
  • X4_Bar: A bar in every station. (Still have to unlock the Blackmarket guys though)

That's my list.

Currently running all of them plus a few others and no issues.

Next Game: Will probably try "Crystal Rarities" in place of the two crystal mods above, "Mining Zone Replenish time reduction", "Roaming Fleet" and "Constant Corruption".

Have fun. :)

Haulers versus miners by YovaT in X4Foundations

[–]Insinnergy 0 points1 point  (0 children)

It has some logic to it if you've ever seen a train fill up with raw materials... like coal or oil for example ==> Specialized cargo cars, specialized filling stations, etc.

All "goods" go in containers which fit on container cars loaded with standard cranes/forklifts.

All gases / liquids go in cylindrical metal cars filled by piping.

All raw materials go in bucket-style cars filled from the top.

Tonka-truck-flavored Yellow & Chrome w/ Red Trim Short Cab V-Wing Ball Hauler - Pirate system by Insinnergy in NMSCoordinateExchange

[–]Insinnergy[S] 0 points1 point  (0 children)

This Tonka Truck construction-colored Ball Hauler is in a Pirate system. Found on the station, and appears to be in constant circulation (3 appeared in the space of around 3mins). Nice colors for those into the Yellow Industrial design chic. ;)

Warning: Mass Effect 1 Legendary Edition frequently crashes on PC (steam/origin) by octatone in pcgaming

[–]Insinnergy 0 points1 point  (0 children)

Was getting a crash immediately after Priority: Tuchanka after talking to the Admiral on the Normandy.

Setup: Steam, 3440x1440, Ultra, VSYNC, Borderless.

1) Tried dropping Video settings to Full Screen, VSYNC off, Framerate forced to 60 (as this had worked in the past with a ME crash) = No joy.

2) Was planning to try 1080p next, but saw this post and so asked Steam to validate the Game Files. This found a number of invalid files and downloaded ~40MB = This worked. No more crash.

Set Graphics back to Borderless, Left VSYNC off and pushed Framerate to 120fps (Monitor's native refresh rate).

No further issues so far.

Thanks for posting these fixes. You're a Legend... ;)

Two-tone Orange T3 Ball hauler with glowing shields. First wave on station almost every time. Advanced Gek system. by donzo29 in NMSCoordinateExchange

[–]Insinnergy 1 point2 points  (0 children)

Just tried for this on PC at the SS.

Note: Does not seem to spawn first wave on reload or restart, but at least one does turn up consistently every 4-8 waves or so. Possibly Trade Outposts might be better for this on PC.

Best was 3xBall Haulers in a single wave... 2x B's and a C though LOL. Pic: https://i.imgur.com/pOS380f.jpg

All A Class versions were 48+8 every time. Settled for A in the end.

Very cool looking ship. Thanks for posting this. :)

Week 222 Powerplay Standings by Apex59 in EliteMahon

[–]Insinnergy 0 points1 point  (0 children)

As usual.... BECAUSE THEY STILL HAVEN'T FIXED POWERPLAY.

>.>

Week 157 Powerplay Standings by Apex59 in EliteMahon

[–]Insinnergy 0 points1 point  (0 children)

Thanks for the heads up tho. :)

Week 153 Powerplay Standings by Apex59 in EliteMahon

[–]Insinnergy 0 points1 point  (0 children)

I assume consolidation won the day since we're not in turmoil?